     
	 Actor GreenHandGrenade
	 {
	    Projectile
		Height 12
		Scale 0.3
		Speed 20
		Gravity 0.5
		BounceCount 3
		BounceFactor 0.1
		Reactiontime 145
		WallBouncesound "GRNBNCE"
		Seesound "GRNBNCE"
		Bouncesound "GRNBNCE"
		DeathSound "GRNBNCE"
		Obituary "%o ate LEEMONCHIK" 
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 //A_GiveInventory ("Gtime", 1)
				  TNT1 A 0 //A_JumpIfInventory ("Gtime", 15, "Kabeem")
				  GGND ABCDEFG 3 Bright
				 Loop
				Death:
				    TNT1 A 0
				    TNT1 A 0 A_GiveInventory ("Gtime", 1) 
				    TNT1 A 0 A_JumpIfInventory ("Gtime", 5, "Kabeem")
					GGND H 3 Bright  
				  Loop
				Kabeem:
				    TNT1 A 0 
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((40),128, 0 ,0,60)
					TNT1 AAAAA 0 A_CustomMissile ("HandGrenadeExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAAA 0 A_CustomMissile ("HandGrenadeBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("HandGrenadeShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
				   Stop	
				
				}
		}		
		
		
		
		
		actor HandGrenadeExplosionFlame
{
renderstyle add
alpha 0.9
scale 0.65
projectile 
radius 1
height 1
speed 3
damage 0
+NOINTERACTION
+CLIENTSIDEONLY
states
{
Spawn:
EXP1 ABCDEFGH 1 Bright
stop
}
}

actor HandGrenadeBoomSmoke
{
PROJECTILE
	+CLIENTSIDEONLY
	+NOINTERACTION	
	+MISSILE
	+THRUACTORS
	+DOOMBOUNCE
	Radius 1
	Height 1
	Scale 4.0
	Speed 0.69
	Renderstyle Translucent
	Alpha 0.4
	States
    {
    Spawn:  
	    TNT1 A 0
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_SetScale(-1.2, 1.2)
		TNT1 A 0
        NSMK ABCDEFGHIJKLMNOPQR 2
		Stop
		}
} 




actor HandGrenadeShockwave
{
renderstyle add
alpha 0.5
scale 0.15
+NOINTERACTION
+CLIENTSIDEONLY
states
{
Spawn:
BFS7 A 1 bright A_FadeOut(0.05,1)
TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)
loop
}
}




     Actor Gtime : Inventory
	     {
		  Inventory.Maxamount 45
		 }
		 




  Actor BrownHandGrenade
	 {
	    Projectile
		Height 12
		Scale 0.3
		Speed 20
		WallBouncesound "GRNBNCE"
		Bouncesound "GRNBNCE"
		DeathSound "GRNBNCE"
		Seesound "GRNBNCE"
		Gravity 0.5
		BounceCount 3
		BounceFactor 0.1
		Reactiontime 145
		Obituary "%o was accidentally blown up by the pyrotechnical item that was dropped by the member of the moderate opposition" 
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 //A_GiveInventory ("Gtime", 1)
				  TNT1 A 0 //A_JumpIfInventory ("Gtime", 15, "Kabeem")
				  HGRN ABCDEF 3 Bright
				 Loop
				Death:
				    TNT1 A 0
				    TNT1 A 0 A_GiveInventory ("Gtime", 1) 
				    TNT1 A 0 A_JumpIfInventory ("Gtime", 9, "Kabeem")
					HGRN E 3 Bright 
				  Loop
				Kabeem:
				    TNT1 A 0 
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((40),128, 0 ,0,60)
					TNT1 AAAAA 0 A_CustomMissile ("HandGrenadeExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAAA 0 A_CustomMissile ("HandGrenadeBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("HandGrenadeShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
				   Stop	
				
				}
		}				 
	
	
	Actor Deutschnade
	 {
	    Projectile
		Height 12
		Scale 0.5
		Speed 20
		Gravity 0.5
		BounceCount 3
		WallBouncesound "DSHGREN3"
		Bouncesound "DSHGREN3"
		Deathsound "DSHGREN3"
		Seesound "DSHGREN3"
		BounceFactor 0.1
		Reactiontime 145
		Obituary "%o was blown up to kingdom come by the will of some fuhrer" 
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 //A_GiveInventory ("Gtime", 1)
				  TNT1 A 0 //A_JumpIfInventory ("Gtime", 20, "Kabeem")
				  THRW A 1 Bright 
				  THRW B 1 Bright  
				  THRW C 1 Bright 
				  THRW D 1 Bright 
				  THRW E 1 Bright   
				  THRW F 1 Bright  
				  THRW G 1 Bright 
				  THRW H 1 Bright  
				 Loop
				Death:
				    TNT1 A 0
				    TNT1 A 0 A_GiveInventory ("Gtime", 1) 
				    TNT1 A 0
					TNT1 A 0 A_JumpIfInventory ("Gtime", 14, "Kabeem")
					THRW F 1 Bright 
				  Loop
				Kabeem:
				    TNT1 A 0 
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((35),128, 0 ,0,40)
					TNT1 AAAAA 0 A_CustomMissile ("HandGrenadeExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAAA 0 A_CustomMissile ("HandGrenadeBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("HandGrenadeShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
				   Stop	
				
				}
		}		
	
	
	
		 
    Actor M67Grenade
	 {
	    Projectile
		Height 12
		Scale 0.22
		Speed 20
		Gravity 0.5
		WallBouncesound "GRNBNCE"
		Bouncesound "GRNBNCE"
		Deathsound "GRNBNCE"
		Seesound "GRNBNCE"
		BounceCount 3 
		BounceFactor 0.1
		Obituary "%o, did you know that terms Frag and Fragging were invented during the Vietnam War, while GI's were blowing up their commanders, usually with M67 fragmentation grenade"  
		Reactiontime 145
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 //A_GiveInventory ("Gtime", 1)
				  TNT1 A 0 //A_JumpIfInventory ("Gtime", 17, "Kabeem")
				  FRGX ABCDEFGH 3 Bright
				 Loop
				Death:
				    TNT1 A 0
				    TNT1 A 0 A_GiveInventory ("Gtime", 1) 
				    TNT1 A 0 A_JumpIfInventory ("Gtime", 12, "Kabeem")
					FRGX G 3 Bright 
				  Loop
				Kabeem:
				    TNT1 A 0 
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((38),128, 0 ,0,50)
					TNT1 AAAAA 0 A_CustomMissile ("HandGrenadeExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAAA 0 A_CustomMissile ("HandGrenadeBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("HandGrenadeShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
				   Stop	
				
				}
		}
		
		
		
		Actor PipeBomb
	 {
	    Projectile
		Height 12
		Scale 0.3
		Speed 20
		Gravity 0.5
		BounceCount 3
		WallBouncesound "DSHGREN3"
		Bouncesound "DSHGREN3"
		Deathsound "DSHGREN3"
		Seesound "DSHGREN3"
		BounceFactor 0.1
		Reactiontime 145
		Obituary "%o was hurt during accident explosion of harmless hand-made pyrotechnical feature" 
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 //A_GiveInventory ("Gtime", 1)
				  TNT1 A 0 //A_JumpIfInventory ("Gtime", 20, "Kabeem")
				  WEIB A 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0)
				  WEIB B 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0) 
				  WEIB C 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0)
				  WEIB D 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0)
				  WEIB E 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0)  
				  WEIB F 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0) 
				  WEIB G 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0)
				  WEIB H 1 Bright A_SpawnItemEx ("FuseSparx", 0, 0, 0, 0, 0, 0, 0) 
				 Loop
				Death:
				    TNT1 A 0
				    TNT1 A 0 A_GiveInventory ("Gtime", 1) 
				    TNT1 A 0
					WEIB F 1 Bright A_SpawnItemEx ("FuseSparx", 0, -8, 0, 0, 0, 0, 0)
					TNT1 A 0 A_JumpIfInventory ("Gtime", 15, "Kabeem")
					WEIB F 1 Bright 
				  Loop
				Kabeem:
				    TNT1 A 0 
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((35),128, 0 ,0,40)
					TNT1 AAAAA 0 A_CustomMissile ("HandGrenadeExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAAA 0 A_CustomMissile ("HandGrenadeBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("HandGrenadeShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
				   Stop	
				
				}
		}		
	    	
			
			
	    Actor FuseSparx
		     {
			  +NOINTERACTION
			  Scale 0.01
			  RenderStyle Add
			     States
				     {
					 Spawn: 
					  IPF2 ABCDFGH 1
				Death:  
					 Stop 
					 
					 }
			 }
			 
			 
		
		
		
		Actor HFENPCSatchelCharge
	 {
	    Projectile
		Height 12
		Scale 0.9
		Speed 20
		Gravity 0.5
		BounceCount 2
		BounceFactor 0.1
		WallBounceFactor 0.01
		Reactiontime 145
		WallBouncesound "STCHBNC"
		Seesound "STCHBNC"
		Bouncesound "STCHBNC"
		DeathSound "STCHBNC"
		Obituary "%o got too many packets" 
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 //A_GiveInventory ("Gtime", 1)
				  TNT1 A 0 //A_JumpIfInventory ("Gtime", 15, "Kabeem")
				  STCP ABCD 3 Bright
				 Loop
				Death:
				    TNT1 A 0
				    TNT1 A 0 A_GiveInventory ("Gtime", 1) 
				    TNT1 A 0 A_JumpIfInventory ("Gtime", 24, "Kabeem")
					STCP A 3 Bright  
				  Loop
				Kabeem:
				    TNT1 A 0 
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((50),256, 0 ,0,60)
					TNT1 AAAAA 0 A_CustomMissile ("ReichRocketExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AA 0 A_CustomMissile ("HandGrenadeBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("ReichRocketShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
				   Stop	
				
				}
		}		